For example, a game might not run particularly well at native 4K rendering. FSR allows a user to render at anywhere from 1440p (FSR Ultra Quality) to 1080p resolution (FSR Performance), which will make hitting higher framerates easier, with two other options as well. The resulting image is then upscaled to the target resolution, resulting in higher performance than 4K and sharper detail than 1080p. UI elements and text are then applied to the final output.

AMD also has plans for dynamic scaling factors, though this hasn't been implemented yet. Dynamic scaling would allow games to render at anywhere from native resolution to 50% of native resolution, and everything in between, normally with a target framerate specified in the game.


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Performance mode, AMD admits, "visibly impacts image quality and should only be selected in situations where the need for the ultimate in performance is critical." As you'd expect, upscaling using one fourth of the target resolutions pixels can be a bit hit and miss.

In theory, AMD FidelityFX Super Resolution is a technology that's designed to give gamers the best of both worlds. When activated, you'll no longer need to choose between high frame rates and high-resolution graphics.

Interestingly, the initial resolution changes depending on the mode you've selected. As an example, where the final output is 4K, the Ultra Quality mode would initially render at 2954 x 1662 before upscaling. While Quality Mode will use 2560 x 1440 and Balanced Mode will use 2259 x 1270 while Performance Mode uses 1080p.

FSR 2.0 is said to offer "significantly higher image quality" than the original FSR at all quality pre-sets and resolutions too. And in performance mode, you can get as much as three times as much FPS.

That said, FSR 2.0 requires more powerful hardware for the best results. AMD recommends the RX 5700 XT and RX 6700 XT if you're looking for good visuals in 4K. It's optimised for AMD RDNA2 hardware but should still perform well on other GPUs at lower resolutions too.

FSR 2.0 supports the same graphics cards technically. AMD says the requirements for an optimal experience are a little more strict, though. You can still use it with an Nvidia or AMD GPU, but AMD recommends a slightly more powerful graphics cards for higher resolutions. You can see the recommended GPUs in the table below.

AMD's FidelityFX Super Resolution (FSR) and Nvidia's Deep Learning Super Sampling (DLSS) are quickly becoming must-have features in the latest PC games. They help the best graphics cards along by rendering the game at a lower resolution to boost performance. But between them, which one reigns supreme?

AMD FidelityFX Super Resolution 3 technology includes both upscaling and frame generation. AMD FSR 2 is therefore superseded by FSR 3. Developers only need to integrate FSR 3 to benefit from upscaling and frame generation.

AMD FidelityFX Super Resolution is a spatial upscaler: it works by taking the current anti-aliased frame and upscaling it to display resolution without relying on other data such as frame history or motion vectors.

FSR, like all upscaling solutions, lowers the render resolution of the game to significantly improve performance then upscales the lower resolution input back to your target resolution, using its cutting-edge algorithm to improve the super resolution output to up to near-native resolution image quality (of note, FSR does require developer integration into a game to work).

AMD FidelityFX Super Resolution 1.0 is a cutting edge super-optimized spatial upscaling technology that produces impressive image quality at fast framerates for any GPU. The most performant settings reduce image quality and are recommended mostly for higher screen resolutions.

AMD FidelityFX Super Resolution 2 is a cutting edge temporal upscaling algorithm that produces high resolution frames from lower resolution inputs. The different variant goes from ULTRA QUALITY (having the least visual impact) to PERFORMANCE (giving the highest boost in performance) where the latter is best utilized when running the game in higher resolutions like 4k. FSR 2.0 generally works better across a higher variety of resolutions than its predecessor, but with the downside of being a bit more expensive, especially on older hardware.

But let's not get ahead of ourselves. Both AMD FSR and Nvidia DLSS set out to do largely the same thing, namely to improve image quality through upscaling a low res input to a higher resolution while boosting performance over fully native rendering. The holy grail? Enjoying that glorious 4K experience without the debilitating GPU load which normally comes along for the ride.

AMD also reckons FSR delivers, "near-native resolution with super high-quality edges and distinctive pixel detail." Those claims, plus the inevitable comparison with DLSS, certainly set expectations pretty high.

On the downside, it lacks the magic of DLSS, which at its best can look almost indistinguishable from native resolution. Put another way, you know that softening and blurring of image quality you get when running non-native resolutions? That conventional upscaling, when you're running, say 1080p on a 1440p panel or 1440p on a 4K monitor?

In this first iteration of FSR, four quality modes are offered: Performance, Balanced, Quality and Ultra Quality. At any given output resolution, each level pertains to a particular input resolution from which the output is scaled. When running at an output resolution of 4K, for instance, Performance mode begins with an input resolution of 1080p, which is then processed and upscaled to 4K.

Balanced mode has an input resolution of 2259 x 1270, Quality is 2560 x 1440, and Ultra Quality steps that up to 2954 x 1662. If, on the other hand, your monitor is 1440p, then Performance mode has an input resolution of 1280 x 720, Balanced is 1506 x 847 input, and so on.

As you move down through the modes from Ultra to Performance, the image quality becomes ever softer and less detailed, just as it does when you scale up ever lower non-native resolutions. But at each stage, FSR is always that bit better than conventional scaling.

Indeed, with those input resolution numbers to hand, some very useful and direct comparisons can be made. For example, FSR outputting at 4K in Quality mode involves an input resolution of 1440p. So, the question is: How does that look compared to simply running at 1440p scaled up on a 4K monitor? To have any value at all, FSR needs to be better.

Apart from comparing FSR with standard non-native scaling, the other inevitable yardstick is Nvidia's DLSS. Like we said, at its best and in its latest much improved 2.0 iteration, it can be very hard to distinguish between DLSS scaling and running full native resolution. What it does is a little bit magic.

It is with FidelityFX Super Resolution, albeit only just when running at the top Ultra Quality setting. That makes sense given that Ultra involves a very high and close-to-native input resolution. But even in Performance mode, FSR is definitely a touch sharper than simply scaling 1080p all the way up to 4K.

At its core, FidelityFX Super Resolution works the same as all image upscaling technologies. FSR lets a graphics card internally render games at a lower resolution, then performs software tricks to upscale that image to the higher chosen resolution of your monitor.

FidelityFX Super Resolution uses two separate passes for its image upscaling, AMD game engineering director Nicolas Thibieroz told me. The first pass upscales the image from the lower internal render resolution, while the second pass recreates high-quality edges from the source image and performs image sharpening to tidy up the rest of the picture, reducing the softer visuals inherent to image upscaling.

I was recently talking with @Norse_Harold and was talking about support for large and very large widescreens with high resolutions and was pointed to make the suggestion on this forum. The reason being in such situations low quality textures and/or models can have very little detail and likely don't give much immersion. So were wondering whether support for these higher quality textures could be developed and included to allow for coping with such situations.

UPDATE 24/6/21: There's been some confusion around the Kingshunt comparisons in the first screenshot gallery below, specifically the image comparing default upscaling to FSR and TAAU. The aim of this gallery is to show that temporal upscalers can resolve detail that FSR misses, but the comparison doesn't take into account that post-process effects like depth of field adjust according to resolution, adding further artefacts. To address this, we've added a Godfall gallery beneath, which strips out post-process effects and injects UE4's TAAU technology and shows the detail differences without additional artefacts.

Original story: AMDs FidelityFX Super Resolution is finally here, and we've been able to test it out across a number of titles. The idea here is pretty straightforward: to dramatically increase performance while minimising the hit to image quality. So the questions we had going into this one were simple enough: how does FSR actually work? How does it look in comparison to native resolution imagery? And how does it stack up against top-end temporal upscaling solutions, like the excellent technique built into Unreal Engine 4? We can answer those questions today, but what we cannot do is offer any comparisons to Nvidia's DLSS: test material simply isn't available. 006ab0faaa

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